Update 5- um, worms


So, I got the basics of how I want the ch1 stonewyrm (centipede) boss to act. This took *way* longer than I expected it to.


You know, this guy:



Just the basic wormy-ness with infinitely scaling length and target tracking for now. Actual boss behavior is up next. The stutter is mostly to do with me having several dozen browser tabs and about five blender files open. Now, do I fix my window-hoarding habits, or buy more ram?

Anyway, also got another player attack animation done. The old attack animations were more "technically" correct, but more telegraphing turned out to be a good thing in a game- especially in my relatively stylized... style.


Other than that, you lose your magic reverse-gravity shoes at the end of chapter 1, but chapter 3 takes place in a floating city. So how do you get up there?



As it turns out, you fly.

The exact sequence of events that leads to you meeting this character starts after the third boss. More on that whenever I get around to modeling the great archive and its librarian. I've got snake physics done, so that should make things a bit simpler (and there's a hint to what the librarian looks like).

Get Bloodless

Comments

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Hey, this looks pretty neat! I think the player's walk cycle is a bit calm, though, considering you're in the middle of a boss. Will there be some kind of run? I know that dashing transitions into a sprint, but the normal walk feels a bit off. That's just my opinion, though. I don't do 3D anything.

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I agree that the walk is definitely off. I'm completely redoing most of the player's animations (started with the attack animation posted), what exists now is just thrown together placeholders basically.

The attack animation looks better now imo, so good job :D